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Painting a rotated or flipped tile in a Tilemap loses collision #83825
Comments
Looks like editor-only bug. The tiles have correct collisions at runtime. |
Only if you load the level directly. Calling get_tree().change_scene_from_file() breaks the collision. |
Should have mentioned that |
Your minimal project is a bit incomplete; you have a script for changing scenes, but it's not attached anywhere. |
I originally intended to include a scene where you switch scenes because I thought that the issue was related to loading a scene. When I was able to produce the bug in the editor, I decided to delete the scene but forgot to do the same with the script. Clearly I should have kept it and mentioned it. |
I just saw this after I had opened a similar ticket here. #83849 Mine has a minimal project that switches scenes and shows the breakage if you want to use that. Otherwise feel free to close the duplicate. |
Removing this line fixes the issue: Line 3055 in c21c270
Just as I feared in #80144 (comment), clearing cache at an arbitrary point will invalidate some polygons that are still in use. As a quick-fix we could remove this line at runtime to fix scene changing bug, not sure about the editor fix. |
MRP for anyone else who needs it Repro steps:
|
Closing as fixed by #84261 |
Godot version
4.2 beta 2
System information
Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0 ram. Tested on Forward+ and Mobile
Issue description
When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:
2023-10-23.10-30-26.mp4
Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it.
Steps to reproduce
Minimal reproduction project
TileTest.zip
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